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New Roster (Warhammer 40,000 7th Edition) [998pts]

Combined Arms Detachment (Space Marines: Codex (2015)) [998pts]


Combat Docrines, Ideal Mission Commander, Ideal Mission Commander, Objective Sec
ured (Troops)
No Force Org Slot
Chapter Tactics
Imperial Fists
Bolter Drill, Centurion Warsuits, Siege Masters
HQ [140pts]
Captain [140pts]
And They Shall Know No Fear, Independent Character
Captain [140pts]
Chapter Tactics
Terminator Armour [50pts]
Lightning Claw [10pts], Power Fist [10pts]
Bulky, Deep Strike, Relentless, Shred, Specialist Weapon, Unwieldy
Name
Unit Type
WS
BS
S
T
W
I
A
Ld
Save
Ref
Captain
Infantry (Character)
6
5
4
4
3
5
3
10
2+/4++
Codex: Space Marines
Name
Description
Ref
Iron Halo
An iron halo confers a 4+ Invulnerable Save.
Codex: Space Marines
Terminator Armour
Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable save. Furthermo
re, models in Terminator Armour have the Bulky, Deep Strike, and Relentless spec
ial rules, and may not make Sweeping Advances.
Codex: Space Marines
Name
Range
Strength
AP
Type
Ref
Lightning Claw
-
User
3
Melee, Shred, Specialist Weapon
BRB
Power Fist
-
x2
2
Melee, Specialist Weapon, Unwieldy
BRB
Elites [470pts]
Dreadnoughts [125pts]
Dreadnought [125pts]
Assault Cannon [10pts], Twin-Linked Autocannon [15pts]
Chapter Tactics, Rending, Twin-Linked
Name
WS
BS
S
Front
Side
Rear
I
A
HP
Type
Ref
Dreadnought
4
4
6
12
12
10
4
4
3
Vehicle (Walker)
Codex: Space Marines
Name
Description
Ref
Searchlight
Night fighting only. It can illuminate a target it has fired at. Illuminates its
elf in the process (illuminated units lose Night Fighting benefits)
BRB
Smoke Launchers
Once per game, instead of shooting or flat out movements/running, the vehicle ca
n activate smoke launchers. May not fire its weapons that turn but recieves a 5+
cover save until next player turn. Unaffected by weapon destroyed, crew shaken
and crew stunned results.
BRB
Name
Range
Strength
AP
Type
Ref
Assault Cannon
24"
6
4
Heavy 4, Rending
BRB
Autocannon
48"
7
4
Heavy 2 , Twin-Linked
Dreadnoughts [115pts]
Dreadnought [115pts]
Heavy Bolter - Twin Linked [5pts], Powerfist w/ Built-in Heavy Flamer [10pts]
Chapter Tactics, Specialist Weapon, Unwieldy
Name
WS
BS
S
Front
Side
Rear
I
A
HP
Type
Ref
Dreadnought
4
4
6
12
12
10
4
4
3
Vehicle (Walker)
Codex: Space Marines
Name
Description
Ref
Searchlight
Night fighting only. It can illuminate a target it has fired at. Illuminates its
elf in the process (illuminated units lose Night Fighting benefits)
BRB
Smoke Launchers
Once per game, instead of shooting or flat out movements/running, the vehicle ca
n activate smoke launchers. May not fire its weapons that turn but recieves a 5+
cover save until next player turn. Unaffected by weapon destroyed, crew shaken
and crew stunned results.
BRB
Name
Range
Strength
AP
Type
Ref
Heavy Bolter
36"
5
4
Heavy 3
BRB
Heavy Flamer
Template
5
4
Assault 1
BRB
Power Fist
-
x2
2
Melee, Specialist Weapon, Unwieldy
BRB
Terminator Squad [230pts]
Sergeant [35pts]
And They Shall Know No Fear, Bulky, Chapter Tactics, Combat Squads, Deep Strike,
Relentless
Terminator [35pts]
Power Fist
Specialist Weapon, Unwieldy
Terminator [35pts]
Power Fist
Specialist Weapon, Unwieldy
Terminator [35pts]
Power Fist
Specialist Weapon, Unwieldy
Terminator [35pts]
Power Fist
Specialist Weapon, Unwieldy
Terminator (Heavy Weapon) [55pts]
Assault Cannon [20pts], Power Fist
Rending, Specialist Weapon, Unwieldy
Name
Unit Type
WS
BS
S
T
W
I
A
Ld
Save
Ref
Terminator
Infantry
4
4
4
4
1
4
2
9
2+/5++
Codex; Space Marines
Terminator Sergeant
Infantry (Character)
4
4
4
4
1
4
2
9
2+/5++
Codex: Space Marines
Name
Description
Ref
Terminator Armour
Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable save. Furthermo
re, models in Terminator Armour have the Bulky, Deep Strike, and Relentless spec
ial rules, and may not make Sweeping Advances.
Codex: Space Marines
Name
Range
Strength
AP
Type
Ref
Assault Cannon
24"
6
4
Heavy 4, Rending
BRB
Power Fist
-
x2
2
Melee, Specialist Weapon, Unwieldy
BRB
Power Sword
-
User
3
Melee
BRB
Storm Bolter
24"
4
5
Assault 2
BRB
Troops [288pts]
Tactical Squad [144pts]
And They Shall Know No Fear, Chapter Tactics, Combat Squads
Rhino [45pts]
Hunter-killer missile [10pts]
One Use Only/One Shot Only, Repair
Space Marine [14pts]
Boltgun
Space Marine [14pts]
Boltgun
Space Marine [14pts]
Boltgun
Space Marine [14pts]
Boltgun
Space Marine (Special Weapon) [24pts]
Meltagun [10pts]
Melta
Space Marine Sergeant [19pts]
Chainsword, Storm Bolter [5pts]
Name
Capacity
Fire Points
Access Points
Ref
Rhino (Transport)
10. No Bulky, Very Bulky, or Extremely Bulky
2. Top Hatch
3. One on each side and one at the rear
Codex: Space Marines
Name
Unit Type
WS
BS
S
T
W
I
A
Ld
Save
Ref
Space Marine
Infantry
4
4
4
4
1
4
1
8
3+
Codex: Space Marines
Space Marine Sergeant
Infantry (Character)
4
4
4
4
1
4
1
8
3+
Codex: Space Marines
Name
BS
Front
Side
Rear
HP
Type
Ref
Rhino
4
11
11
10
3
Vehicle (Tank, Transport)
Codex: Space Marines
Name
Description
Ref
Searchlight
Night fighting only. It can illuminate a target it has fired at. Illuminates its
elf in the process (illuminated units lose Night Fighting benefits)
BRB
Smoke Launchers
Once per game, instead of shooting or flat out movements/running, the vehicle ca
n activate smoke launchers. May not fire its weapons that turn but recieves a 5+
cover save until next player turn. Unaffected by weapon destroyed, crew shaken
and crew stunned results.
BRB
Name
Range
Strength
AP
Type
Ref
Assault Grenades
8"
3
-
Assault 1, Blast
BRB
Bolt Pistol
12"
4
5
Pistol
BRB
Boltgun
24
4
5
Rapid Fire
BRB
Close Combat Weapon
-
User
-
Melee
BRB
Hunter-Killer Missile
Unlimited
8
3
Heavy 1, One Use Only
Codex: Space Marines
Krak Grenades
8"
6
4
Assault 1
BRB
Meltagun
12"
8
1
Assault 1, Melta
BRB
Storm Bolter
24"
4
5
Assault 2
BRB
Tactical Squad [144pts]
And They Shall Know No Fear, Chapter Tactics, Combat Squads
Rhino [50pts]
Hunter-killer missile [10pts], Pintle-Mounted Storm Bolter [5pts]
One Use Only/One Shot Only, Repair
Space Marine [14pts]
Boltgun
Space Marine [14pts]
Boltgun
Space Marine [14pts]
Boltgun
Space Marine [14pts]
Boltgun
Space Marine (Heavy Weapon) [24pts]
Heavy Bolter [10pts]
Space Marine Sergeant [14pts]
Bolt Pistol, Boltgun
Name
Capacity
Fire Points
Access Points
Ref
Rhino (Transport)
10. No Bulky, Very Bulky, or Extremely Bulky
2. Top Hatch
3. One on each side and one at the rear
Codex: Space Marines
Name
Unit Type
WS
BS
S
T
W
I
A
Ld
Save
Ref
Space Marine
Infantry
4
4
4
4
1
4
1
8
3+
Codex: Space Marines
Space Marine Sergeant
Infantry (Character)
4
4
4
4
1
4
1
8
3+
Codex: Space Marines
Name
BS
Front
Side
Rear
HP
Type
Ref
Rhino
4
11
11
10
3
Vehicle (Tank, Transport)
Codex: Space Marines
Name
Description
Ref
Searchlight
Night fighting only. It can illuminate a target it has fired at. Illuminates its
elf in the process (illuminated units lose Night Fighting benefits)
BRB
Smoke Launchers
Once per game, instead of shooting or flat out movements/running, the vehicle ca
n activate smoke launchers. May not fire its weapons that turn but recieves a 5+
cover save until next player turn. Unaffected by weapon destroyed, crew shaken
and crew stunned results.
BRB
Name
Range
Strength
AP
Type
Ref
Assault Grenades
8"
3
-
Assault 1, Blast
BRB
Bolt Pistol
12"
4
5
Pistol
BRB
Boltgun
24
4
5
Rapid Fire
BRB
Heavy Bolter
36"
5
4
Heavy 3
BRB
Hunter-Killer Missile
Unlimited
8
3
Heavy 1, One Use Only
Codex: Space Marines
Krak Grenades
8"
6
4
Assault 1
BRB
Pintle-Mounted Storm Bolter
24"
4
5
Assault 2
Codex: Space Marines
Storm Bolter
24"
4
5
Assault 2
BRB
Heavy Support [100pts]
Predators [100pts]
Predator [100pts]
Twin-Linked Lascannon [25pts]
Killshot, Twin-Linked
Name
BS
Front
Side
Rear
HP
Type
Ref
Predator
4
13
11
10
3
Vehicle (Tank)
Codex: Space Marines
Name
Description
Ref
Searchlight
Night fighting only. It can illuminate a target it has fired at. Illuminates its
elf in the process (illuminated units lose Night Fighting benefits)
BRB
Smoke Launchers
Once per game, instead of shooting or flat out movements/running, the vehicle ca
n activate smoke launchers. May not fire its weapons that turn but recieves a 5+
cover save until next player turn. Unaffected by weapon destroyed, crew shaken
and crew stunned results.
BRB
Name
Range
Strength
AP
Type
Ref
Lascannon
48"
9
2
Heavy 1 , Twin-Linked
BRB
Force Rules
Combat Docrines: Several special rules allow units or Formations to enact one or
more of the following Combat Doctrines. Whenever a rule allows this, it will no
te which units are affected and how many times per game the Doctrine(s) can be e
nacted. These are cumulative. You can enact a single available Combat Doctrine a
t the start of each of your turns.
Tactical: Affected models can re-roll To Hit rolls of 1 in the Shooting and Assa
ult phases of this turn. Affected models in Tactical Squads, including any affec
ted models with the Independent Character special rule that have joined those sq
uads, can instead re-roll all failed To Hit rolls in the Shooting and Assault ph
ases of this turn.
Assault: Affected models can re-roll To Hit rolls of 1 in the Assault phase of t
his turn. Affected models in Assault Squads, Bike Squads, Attack Bike Squads, an
d Centurion Assault Squads, including any affected models with the Independent C
haracter special rule that have joined those squads, can instead re-roll all fai
led To Hit rolls in the Assault phase of this turn.
Devastator: Affected models can re-roll To Hit rolls of 1 in the Shooting phase
of this turn. Affected models in Devestator Squads and Centurion Devastator Squa
ds, including any affected models with the Independent Character special rule th
at have joined those squads, can instead re-roll all failed To Hit rolls in the
Shooting phase of this turn. (Codex: Space Marines)
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment
, you can choose to re-roll the result on the Warlord Trait table. (BRB)
Objective Secured (Troops): A unit with this special rule controls objectives ev
en if an enemy scoring unit is within range of the objective marker, unless the
enemy unit also has this special rule. (BRB)
Selection Rules
And They Shall Know No Fear: A unit that contains at least one model with this s
pecial rule automatically passes Fear and Regroup tests. When it Regroups, the u
nit does not make the 3" Regroup move, but can instead move, shoot (or Run) and
declare charges normally in that turn. Furthermore, if a unit containing one or
more models with this special rule is caught by a Sweeping Advance, they are not
destroyed, but remain locked in combat instead. (BRB)
Bolter Drill: Imperial Fists models can re-roll all To Hit rolls of 1 made with
bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons that are
firing as boltguns. This rule also applies to models firing hellfire, kraken, v
engeance, or dragonfire rounds. (Codex: Space Marines)
Bulky: Bulky models count as two models for the purposes of Transport Capacity.
(BRB)
Centurion Warsuits: Centurion Devastator Squads can be taken as elites choices a
s well as heavy support choices in an Imperial Fists or Sentinels of Terra detac
hment.
Centurion Assault Squads can be taken as fast attack choices as well as elites c
hoices in an Imperial Fists or Sentinels of Terra detachment. (Codex: Space Mari
nes)
Chapter Tactics: When choosing an army, all models in the same Detachment or For
mation must be drawn from the same Chapter. If a unit's datasheet contains a Cha
pter in brackets after the Chapter Tactics special rule - for example, "Chapter
Tactics (Ultramarines)" - the unit must always be drawn from this Chapter, and t
herefore cannot be included in a Detachment or Formation with any units that are
drawn from other Chapters. All models drawn from a given Chapter benefit from t
hat Chapter's Special Rule. If a unit contains models drawn from two different C
hapters, it counts as from neither Chapter, and thus benefits from neither Chapt
er Tactic. (Codex: Space Marines)
Combat Squads: A full strength, ten-man unit with this special rule can break do
wn into two five-man units, called combat squads, considered to be two five-man
squads of the same type. For example, a ten-man Tactical Squad can split into tw
o five-man Tactical Squads using the Combat Squads special rule.
You must decide which units are splitting into combat squads, and which models g
o into each combat squad, immediately before determining your Warlord Traits. A
unit split into combat squads therefore is now two separate units for all game p
urposes, including calculating the total number of units in the army and determi
ning the number of units you can place in reserve. Then proceed with deployment
as normal. In an exception to the normal rules, two combat squads split from the
same unit can embark in the same transport vehicle, providing its Transport Cap
acity allows. Once you have decided whether or not to split a unit into combat s
quads, it must remain that way for the entire battle. It cannot split up or join
back together later on in the battle, nor can you use a redeployment to split u
p a unit or join it back together.
Note that Bike Squads count as being at full strength when they have eight Space
Marine Bikers and one Attack Bike. If split into combat squads, one combat squa
d will have five Bikers, the other will have three and the Attack Bike. (Codex:
Space Marines)
Deep Strike: Deep Strike Mishap Table: D6 Roll
1: Terrible Accident! - The entire unit is destroyed!
2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (exclud
ing impassable terrain, but including difficult terrain, which of course counts
as dangerous for Deep Striking units), in a valid Deep Strike formation, without
rolling for scatter. Units embarked on a misplaced Transport can disembark duri
ng their Movement phase as normal.
4-6: Delayed - The unit is placed in Ongoing Reserves. (BRB)
Independent Character: Independent characters can join other units. They cannot,
however, join units that contain vehicles or Monstrous Creatures. They can join
other Independent Characters, though, to form a powerful multi-character unit!
Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains on
e or more Independent Characters does not need a double 1 to Regroup if reduced
to below 25% of its starting numbres, but instead tests as if it had at least 25
% remaining.
Full details in BRB. Rule too long to copy verbatim. (BRB)
Killshot: Whilst this unit includes three Predators, all Predators in the unit h
ave the Monster Hunter and Tank Hunters special rules. (Codex: Space Marines)
Melta: Ranged weapons with this special rule roll an additional D6 when rolling
to penetrate a vehicle s armour at half range or less. If the weapon is more than
half its maximum range away, it rolls to penetrate as normal.
If a weapon has both the Melta and Blast special rules, measure the distance to
the centre of the blast marker after it has scattered. If this is half the weapo
n s range or less, all hits caused by the blast marker roll an addition D6 when ro
lling to penetrate a vehicle s armour. If the centre of the blast marker is more t
han half the weapon s maximum range away after scatter, roll to penetrate as norma
l. (BRB)
One Use Only/One Shot Only: A weapon or ability with this special rule can only
be used once during the course of a battle. (BRB)
Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, c
ounting as stationary, even if they moved in the previous Movement phase. They a
re also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire
or Salvo weapons. (BRB)
Rending: If a model has the Rending special rule, or is attacking with a Melee w
eapon that has the Rending special rule, there is a chance that his close combat
attacks will strike a critical blow. For each To Wound roll of a 6, the target
automatically suffers a Wound, regardless of its Toughness. These Wounds are res
olved at AP2.
Similarly, if a model makes a shooting attack with a weapon that has the Rending
special rule, a To Wound roll of 6 Wounds automatically, regardless of Toughnes
s, and is resolved at AP2.
In either case, against vehicles, each armour penetration roll of 6 allows a fur
ther D3 to be rolled, with the result added to the total. These hits are not res
olved at AP2, but are instead resolved using the model/weapon s AP value. (BRB)
Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to r
epair itself instead of shooting. To make the attempt, roll a D6 in the Shooting
phase; on a roll of a 6+, the vehicle is no longer Immobilised. Note that a suc
cessful Repair does not restore a Hull Point. (Codex: Space Marines)
Shred: If a model has the Shred special rule, or is attacking with a Melee weapo
n that has the Shred special rule, it re-rolls failed To Wound rolls in close co
mbat.
Similarly, if a model makes a shooting attack with a weapon that has the Shred s
pecial rule, it re-rolls its failed To Wound rolls. (BRB)
Siege Masters: Imperial Fists models can re-roll armour penetration rolls agains
t buildings that do not result in a glancing or penetrating hit, and add 1 to th
e result when rolling on the Building Damage table. In addition, imperial Fists,
Devastator Squads and Centurion Devestator Squads have the Tank Hunters special
rule. (Codex: Space Marines)
Specialist Weapon: A model fighting with this weapon does not receive +1 Attack
for fighting with two weapons unless it is armed with two or more Melee weapons
with the Specialist Weapon rule. (BRB)
Twin-Linked: If a shooting weapon has the twin-linked special rule, or is descri
bed in a model s wargear entry as twin-linked, it re-rolls all failed To Hit rolls
.
For a Blast weapon, if the scatter dice does not roll a hit, you can choose to r
e-roll the dice with a Twin-linked Blast weapon. If you choose to do so, you mus
t re-roll both the 2D6 and the scatter dice.
Twin-linked Template weapons are fired just like a single weapon, but must re-ro
ll failed To Wound rolls and armour penetration rolls. (BRB)
Unwieldy: A model attacking with this weapon Piles In and fights at Initiative s
tep 1, unless it is a Monstrous Creature or a Walker. (BRB)
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